[MOD 0.10.x] Telelogistics v0.2.4

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darius456
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Re: [MOD 0.9.x] Telelogistics v0.1.12

Post by darius456 »

qi1989223 wrote::D

SO good

but :cry:
1.jpg
I can place it on the water
I will try to fix it in next release.
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Re: [MOD 0.9.x] Telelogistics v0.2.0

Post by darius456 »

Water bug fixed in v0.2.0, also add some new stuff. New version in 1st post.
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Re: [MOD 0.9.x] Telelogistics v0.2.2

Post by darius456 »

There is v0.2.2 in 1st post.
Fixed bug that cause wrong power_usage/range by teleinserter. - strongly recommend to update.
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Re: [MOD 0.9.x] Telelogistics v0.2.2

Post by CreeperDaReeper »

Getting this error. I have v0.2.2

Path_Telelogistics_/graphics/blue.png does not match any mod.

https://www.dropbox.com/s/vwl5nog4xr2wemh/error.png

I get this kind of error with a lot of mods actually.

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Re: [MOD 0.9.x] Telelogistics v0.2.2

Post by darius456 »

CreeperDaReeper wrote:Getting this error. I have v0.2.2

Path_Telelogistics_/graphics/blue.png does not match any mod.

https://www.dropbox.com/s/vwl5nog4xr2wemh/error.png

I get this kind of error with a lot of mods actually.
When you download mod as zip file remove version from it's name. So if you have telelogistic v0.2.2.zip rename it to telelogistic.zip... Other mods too...
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Re: [MOD 0.9.x] Telelogistics v0.2.2

Post by CreeperDaReeper »

Getting a different error this time darius:
Telelogistics Error

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Re: [MOD 0.9.x] Telelogistics v0.2.2

Post by darius456 »

CreeperDaReeper wrote:Getting a different error this time darius:
Telelogistics Error
Simple answear... This mod is not compatible with Factorio v0.10.0. I will make all my mods compatible when v0.10.1 will be available. It is common known that v0.10.0 uses ogg instead of wav, so you can open entity lua file and change all wav extensions to ogg.
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Re: [MOD 0.9.x] Telelogistics v0.2.3

Post by darius456 »

New version in 1st post.
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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by darius456 »

New version that is compatible with Factorio v0.10.x is in 1st post.
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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by Airat9000 »

darius456
good mod! i like it! good work!

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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by darius456 »

Airat9000 wrote:darius456
good mod! i like it! good work!
Thank You, It's my pleasure.
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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by Edgar »

I get this error after teleporting. If i click ok, the game exits to the factorio main menu.

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http://www.directupload.net/file/d/3689 ... 9v_png.htm

Telelogistics v0.2.4
Factorio 0.10.3

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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by rioninnimo »

There seems to be 2 bugs for me :
1) After teleporting it gives error "wrong input action ,element with index 4202 doesn't exist" and returns to main menu after clicking Ok.
Image
And it keeps producing same error even after loading save in which telepad was not placed yet , and even when starting new freeplay game.Even toggling telelogistics mod off not helps , only restarting Factorio. Very sad , i so wanted to teleport on island unreacheable for biters.
2) Crafting telechest Mk2 results in telechest Mk3 and craftning telechest Mk3 produces telechest Mk2. Weird.
Telelogistics 0.2.4 , Factorio 0.10.2.
Telechests and teleinserters seems to be working .
Nevertheless thank you for great mod ,i dont think there anything else for factorio 0.10.2 that lets you build base on island.

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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by Vitduo »

Hey, Darius, can you fix the error with telepads? This mod so cute but this errors broke all :|

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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by Airat9000 »

how to make sure that the growth of electricity consumption was not great? * fixed electricity consumption devices regardless of the distance

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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by darius456 »

I jad a lot of work so i dont have time to work with Factorio, right now I have some free time so I will try to fix all my mods.
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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by filippe999 »

found bug when using teleporters, i just found out about them, really liked the idea(anything that keeps me out of the driver seat is great...), had the power requirements, but as soon as it finishes teleporting this window pops up and exits to the main menu screen
Image
also i recently got my hands on telechests, since they seemed to behave like ender chests from minecraft, i was excited, built two and placed them on the world, after i placed the first one and mouse-hovered him for the menu to pop-up, in it there were no option to connect to output just disconnect from output or a list of available devices, also, do they require power? i've tried putting both of them next to power to see if there was any change, but the same problem still persisted
Nevermind, telechests aren't meant to work like ender chests, they just receive the items from a teleinserter

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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by Airat9000 »

please update to you mods
Telelogistics
ForceShield
AdvancedEquipment
PowerLimiter & DMG

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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by AlphaRaptor »

Is this Mod Working for 0.11.x too ?
Live your life like you want.
Mods are still Awesome , and i love Mods , for every Game.

Lov'in it.

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Re: [MOD 0.10.x] Telelogistics v0.2.4

Post by berni1212 »

Would be cool if it works Special for 11.5 MP :) :mrgreen:
Sorry for my bad English ! i will not remove it !
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